Questions tagged [frame-rate]

The frequency which an imaging device produces unique consecutive images. It is most often expressed in frames per second (FPS).

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Why does my profiler show more CPU usage after setting Application.targetFrameRate? [duplicate]

I read optimization recommendations for mobile devices on a website. It was written that "targetFrameRate" would be good to stabilize at 60 on average. I wrote the following code in ...
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Draw 2D circles/squares efficiently with Unity

I'm doing a lot of 2D simulations using Unity, and I usually instantiate a lot of squares/circles sprite. When the number of sprites reaches 1k or higher, the FPS usually reduces to 10-20, which makes ...
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Simulating movement input in server-side, with different tick rates

I'm designing a simple MMO game server with the help of ENet (reliable UDP library) and the Godot engine for client-side. I've read tons of articles, guides, stack exchanges questions regarding ...
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How to apply a factor over multiple frames?

am trying to do something that should be quite common in games: Applying a factor over a certain amount of time. For example let's say a number should become a quarter of itself every second. How do ...
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How resource-intensive is the java.awt.Graphics2D object at different screen resolutions?

I'm currently making a 2D RPG in pure Java (yes, I know other frameworks/engines exist xD). I just created a resizing algorithm and I've noticed that different resolutions result in different FPS ...
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Humanoid Retargetting: Number of frames in LateUpdate is not the same as frames in animation

I need to play an animation in such a way that each frame is for sure being played and not skipped. Why? I want to transfer an animation from 1 model to another. One model is Humanoid, the other one ...
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How does time-dependent camera rotation with a mouse work?

The commonly used equation for camera rotation with a mouse does not involve time. This make sense since higher frame rates have smaller changes in mouse position and vise-versa so it all evens out. ...
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High-performance update of a bitmap grid

I need to visualize a fast paced process in .NET in 2D. I am planning to use writeable bitmap 800x40px. The idea is like this - there are objects which are represented by very basic colours and sizes ...
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Fixing the frame rate for SDL2 2D game

Working on a 2D game with SDL2, for now on Window, but I'd like to dream and imagine that if I finish it, I could run it on other platforms that SDL2 games can target. A core part of which is GGPO ...
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How to implement framerate-independent acceleration depending on current velocity

For my client/server application, I've implemented framerate-independent acceleration like this. Now I've advanced my formula to be using the current velocity of the moving object to calculate the ...
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What's causing this stutter when framerate fluctuates?

I'm working on a class responsible for arm sway in an fps engine, and am having an issue with a stutter that appears to be related to fluctuating framerate. However I have also noticed it when locking ...
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Why do we need more than 24 FPS?

Many movies (probably, all moovies, except for the most recent ones) have 24 frames per second, and we're quite happy with it. There is a thing called "Subliminal stimuli" or "...
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What is the correct way of implementing a deterministic frame update?

My goal: Implement the game update loop so that it's deterministic (i.e. every frame of updation behaves the same when run multiple times with same frame-input, does not depend on processing speed ...
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Calculating framerate-independent values, for linear, quadratic, and exponential functions

There are a few similar posts, but they only deal with one of the three components I'm looking for, and none seem to handle the case of using a fixed step size (they're all about simulations which use ...
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Java game loops with high tick times?

Take for example the first game loop from this question. A similar code is used in Minecraft (at least in older versions). I understand the concept and how this loop works in principle. But there is ...
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Unity3D - Despite using Time.deltaTime, my camera and player move faster at higher framerates

I'm pretty new to c# and Unity so I wouldn't be surprised if I had made some stupid mistakes, but as far as I know, I don't think I misused Time.deltaTime. Any help would be greatly appreciated. ...
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Frame-rate drops when drawing 2D map tiles

Update: I figured out it has nothing to do with the camera but instead framerate drops when drawing my map tiles onto the screen. Here’s a link to a video showcasing the bug in action (For further ...
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Unity post processing Bloom lags on mobile

I made my (first) game today and noticed, that it looked kind of boring, so I decided to add some bloom to my camera and it was looking waaay better. The only problem was the performance, it dropped ...
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CS0118 framerate is a field but a type was expected

I'm making a mobile game in Unity and I'm trying to write a script that will set the game to either 30 or 60 frames per second based on a public bool, but I am getting error CS0118 on line 12 with ...
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Is Updating Sprite/Entity Movement Using Framerate Necessary?

Apologies if this is a dumb question I'm still new to this, but I'm trying to understand if calculations of sprite movements/hitboxes/etc. is necessary or is generally better than just using fixed ...
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How to find the client's monitor valid refresh rates with Unreal Blueprints?

I am making a settings menu. This includes a combo box where you can change the refresh rate setting. How do I find out the maximum allowable refresh rate of the ...
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Libgdx storing rendered frames quickly to use them later

I have implemented a gif-button for my libgdx game that allows the player to store the last few seconds of gameplay as a gif. It works by storing frames in memory, and encoding them into a gif if the ...
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Quake 1: frame timer

If you check Quake 1 source code (sys_linux.c), you can see something like this: ...
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What is a Frame and Frame Per Second?

I'm new to the unity Editor, trying to understand Unity scripting. What is frame? I can't tell from how it's used whether "frame" is a function, or a measure of time. I see this term used in ...
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frame rate drop in html5 game

i have Incorporated gravity mechanics and collision mechanics to my game. the game works fine for some period of time after that i am getting significant amount of frame rate drop.i am doing some ...
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Framerate limited by lack of mouse movement? [closed]

Using Torque, it appears that the program is running at around 25fps when the mouse is still, but as long as I keep the mouse moving, the framerate can hit well over 300fps. What in the world would ...
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low FPS when battery is low ( unity android )

i make a simple 2d scene in unity 2017.3.1f1 (only 5 sprite renderer). I realized that when my Android device's battery is under 20 %, the frame rate will be 60 to 30. I did all the optimizations I ...
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Why does my FPS go down so much when rendering basic sprites?

I have a UWP DX11 application and I've recently removed the vsync and noticed that my fps goes down drastically when I'm only drawing very basic sprites on the screen and I'm trying to learn why this ...
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Keep platformer jump height consistent with different frame rates

I want to achieve a platformer jump similar to that of Super Mario Bros. (keep pressed the jump button to jump higher) and I want it to be frame rate independent. At 30 FPS it works as I want. However,...
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Why is there a difference in frame rate between my fps calculation and Unity's calculation

So I wrote my own script for calculating framerate but it consistently comes out with a different value than Unitys idea of current framerate. This is my implementation ...
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6 votes
2 answers
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How to make a custom event system framerate friendly?

I have a simple event system: ...
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Logic at a low framerate with interpolated rendering at higher framerate

It takes too much processing power to do game logic on every rendered frame (60fps), so what if I made my game save frames? It would actually calculate important stuff 20 times a second, and the ...
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Is Update() called on the very first frame in Unity?

I'm calling Time.frameCount inside Update() and then immediately Debug.Break() to pause the ...
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Unity C#: Accurate MachineGun Firerate at lower FPS

I have long accepted that my firerate will be more or less irregular and inaccurate. Now that I'm adding sound things are getting really ugly. My methods for getting the firerate are primitive and I ...
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How can I measure ms between frame to reproduce it

Hello I'm coding a extension to an existing game - not really an extension since a re-code all so the it looks like another adventure for player - and to achieve it I use existing tilesets and so, but ...
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Intel GPU running faster than Nvidia GTX 1060

My app in its current state renders only 2 triangles to the screen using OpenGL. I am using std::chrono::steady_clock for frame counting. With Intel graphics, I ...
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Prevent keyframe interpolation in imported model animation in Unity

I made first person model in blender. It also has animations in it. Most of animation works fine, but in some cases, Unity's keyframe interpolation makes wrong result. Note that animation was made ...
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Need help understanding ms to fps for a Unity animation

I'm trying to create an animation in Unity (2018.1.1f1) and can't understand how to proceed. I have a 3 sprites which I need to order like so : 1 2 3 2 (then repeat). The first and third sprites ...
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1 vote
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vSync for gameplay in monitor and VR headset in Unity not being consistent?

Following my previous question, I'm building a project, my monitor refresh rate is 60Hz, and in my project I have set my vSync value into 2 so I can get 30fps. ...
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2 votes
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The value of VSync on vSync Count in Unity

In Unity, we can set the vSync value as "No sync" = 0, "Every V Blank" (60 fps) = 1 and "Every Second V Blank" (30 fps) = 2. But in the Unity Quality Setting documentation , it's written the vSync ...
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Showing Frame Rate Info in the Unity scene using Custom Script failed

I want to lock the framerate of my scene to 30fps, then I learned from this post that fps info in Editor Stat isn't reliable, that's why my fps is still around 100. This is my script for setting the ...
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5 votes
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How do games implement client/server frame rate?

Do games have a frame rate at X fps that updates logic and also renders? Or do games update logic at a much slower frame rate than rendering? Let's say 20-25 fps for logic, and 60+ fps for rendering....
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Is it good to use 24 fps animation in 60 fps game?

Is it normal to use 24 fps animation in 60 fps game or it will hurt perfomance or create bugs?
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How can I render 3d pictures synched frame by frame to a keyed video?

I'm developing a software that aims to combine a keyed video with a 3D rendered one, synchronously frame by frame. Each frame of video should be combined with a timely corresponding frame of 3D ...
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1 vote
1 answer
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Is it possible to measure Used vs Unused time in a 60hz frame in Unity?

In custom engines I've often made a frame rate meter that shows how much of the each frame was actually used. In other words if the game is locked to 60fps using vblank I show a graph of how much of ...
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How to keep my auto-aim in sync with the rendered frame?

In my FPS game there is an automated lock system. If you stare at an enemy, your weapon locks onto the enemy as long as your aim is hovering approximately around the target. If my player sets frame ...
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How to get time since frame start in Unity for loading purposes

I am building a big world (1000+ game objects). It takes 2s on the device. I am doing it in the background (the world is hidden until fully loaded). I have figured out that I can maintain the FPS of ...
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Is my frame rate being calculated correctly?

I'm having a long headache (which may not be that complicated) with this frame rate thing. I already tested several frame rate algorithms, lastly I tested this here and they all gave something strange ...
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In Unity, how do I use the extra time in every frame to do some extra processing?

Let's say, for example, that my target framerate is 60 frames per second. Now, I know that I have a maximum of 16.6 milliseconds to "do everything" every frame in order to maintain that framerate. ...
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1 vote
1 answer
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Converting Frame-Dependent Movement to Frame-Independent

I fine-tuned some movement physics for a 2D platformer in a frame-dependent manner and now I want to convert them to frame-independent. I though this would be as easy as multiplying a few things by ...
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